How to Instal
Download the latest We Don't Wipe. Instal like any other AddOn. Download one or more modules. Instal like any other AddOn. Some modules required the Hard Yards AddOn.

How to Configure
When first launched, and providing you are not in combat, you will see a set of overlapping tiles at one side of your screen. This is the template to create your queue pattern. Slide these tiles around. The tiles tend to snap together. It is very intuitive. When you are done, enter the following in chat to toggle off the template display: /wdw ooc

To see a full list of configuration commands, enter "/wdw" in chat. Appending a " ?" to the end of any command will bring up more helpful information about the command.

Priority Queues (aka Rotations)
Each module is built upon popular and authoritative sequences sourced form places such as Icy Veins. I then add in support for any other talents / abilities which significantly affect single target DPS.

Abilities with longer cool downs, say about 120s, will usually have a parameter to enable/disable from the rotation. To see a module's list of parameters enter "/wdw listp" in chat. To adjust enter "/wdw setr parm1=xxx,parm2=zzz,parm3=...".

Cookies, Beer & Donations
It is all about the Cookies & Beer although, and don't let Gallywix know about this, a "thank you" in the comments section fuels my programming appetite and is very much appreciated. And then, you could cut straight to because as Gallywix would say... "time is money, friend".

== v5.10 - 31st October 2016
* Follow up from 5.09. More bugs introduced/found. Now completely bypasses the Spec change event and uses a spell ID instead = reliable. Caninterchange between supported/unsupported specs and have a queue appear/not appear as is appropriate

== v5.08 - 25th October 2016
* Lots of unnecessary messages removed
* More work on translations/localisations
* Version update to support Patch 7.1 "Return to Karahzan"
* Changes to menus to not overflow the default Patch 7.1 chat window
* Bug in the "/wdw sel" command fixed. Code in that block tidied

== v5.05 - 25th September 2016
* Shows the menu the first time you log in
* Remove forced IC icon display when entering an Instance (doesn't make sense for DH module)

== v5.04 - 14th September 2016
* Tests for modules needing Hard Yards AddOn
* Fix: Die in Dungeon then reenter: rotation did not appear
* Red warning message if you have an out of date module/WDW

== v5.03 - 7th September 2016
* Ghost bling on empty tiles when out of combat

== v5.02 - 4th September 2016
* Work around Show/Hide protection error when surprise attacked by a mob
* Fix ghost bling on buttons which subsequently moved within the rotation

== v5.01 - 30th August 2016
* Small change to class lookup table to facilitate differentiating between Frost DK and Mage modules
* Better handling when WDW is active but your module is not found
* Altered in combat / out of combat tests
* Specifically test for Training Dummies
* Localised a few phrases
* Fix for bug preventing module parameters from being changed
* Version and module version messages
* (passively Requires template v1.05 for all modules)

== v4.08 - 30th July 2015
* warning/error message for reaching or trying to exceed the max number of excluded CDs able to be displayed now tests against correct maximum. Doh!
* Message for no module for a specialisation changed to no module for a class.

== v3.08 - 24th January 2015
* /wdw now works the same as /wdw help or /wdw ?
* Fixed porting bug (from Cool Aid) when selecting a Spell ID manually in /wdw coo
* Fix for remaining GCD calculation
* New global wdw_specialModuleNew to allow players to adjust module constants/parameters directly
* Code for above in Core.lua. NOT executed on regular polling but only on a talent/environment change
* Edited Template.rtf to reflect the above and upped version to v1.01
* pairs/ipairs localised
* cooldown timer alpha fix for spells no longer being "shown"

== v3.07 - 12th January 2015
* Special "recharge" abilities totally rewritten and expanded
* Target & Range text positions optimised for all screen resolutions
* Target & Range text repositioned if main queue is not shown
* Handling of Check boxes identical to my Cool Aid AddOn. i.e. works the new Blizzard way
* Lots more localisation in the Core file
* Removed taint sources from Core and Interface files and rewrote lots of code
* Due to anti taint measures, Tooltips removed for icons BUT now properly click through
* Alter sliders so that whole units for icons but detailed for update frequency
* Changed minimum requestable update frequency to "0" (i.e. as often as possible)
* Remove Glyph of Icy Veins test as that pre-WoD glyph was removed from the game
* Removed options to NOT show icons if out of range or insufficient power as never actually implemented AND in WoD Blizzard removed power costs as an *easily* obtainable quantity

== v3.06
* Very slightly moved target text (above the first icon) upwards
* Further removal and refinement of pre WoD Mage Polymorph code as redundant
* Bug in code testing for earliest possible cool down in mini-icons

== v3.05 - 10th November 2014
* When target is player the target text has the class specific appropriate colour.
* Fix for global typos due to cut and paste from another of my AddOns (sigh)

== v3.04
* Totally new routine for distance *estimation* copied over from my Hard Yards AddOn
* More localisation of things. Localisation is generally better than bloating the global pool.
* Fishing Poles list updated. New WoD poles plus added some other old or obsolete ones.
* Added silent chat command /wdw gcd to show the current GCD for current toon
* Corrected code for the (fun) hourly easter egg salute
* The obtaining of a character's specialisation (if it has one) is now sadly hardcoded as I am tired of the bad API return results which occur from time to time with patches/expansions.
* Several API calls have had parameters and return values altered, some with big changes
* Updated author & copyright notices to reflect my current personal, game & AddOn status
* Removed the Mage Polymorph code as no longer relevant. R.I.P. the lovely poly glyphs

== v3.03 - 16th October 2014
* Just a small Interface update so AddOn will load!

== v3.00 - 25th August 2013
* Added specific DK code for Glyph of Icy Touch giving a purge to DKs
* Auto Attack now included in buffered Spellbook as rotations may wish to use it to signify "up to you" actions. Previously it was a specific exclusion
* Number sizes for cooldowns (both main and CD rows) improved for really small tile sizes
* Sweet spot for icon moving scales now at small tile sizes
* Had to add specific Enh. Shaman code due to Blizzard smoke and mirrors with Stormblast

== v3.00b - 22nd July 2013
Big Changes
-----------
* Designed to support classes/specs from level 1 to 90 (1-9 has no specialisation)
* Bag items, equipment, buffs and spells may be freely used for rotations and cooldowns
* Supports user supplied modules. WDW functions mostly as a generic engine now. Template & instructions provided
* Interface panels greatly expanded
* Added Windwalker Monks
* Management of specified shown or excluded cooldowns reworked / improved
* Spell IDs used throughout, no more spell names. To use an itemID simply make it negative
* Distance to target now much enhanced and supports all target types (as best as is allowed by Blizzard)
* Charge display enhanced and standardised across the classes/specs
* Almost all the globals removed and replaced with a much smaller set. Globals file & descriptions provided
* Debug mode. Ability to also limit debug messages to a predefined subset of messages

== v2.00 - 9th February 2013
* Saved data system now on a character name / realm basis as per Blizzard standards (Core)
* Added in-game instructions (Core + Interface)
* Able to edit cooldown / mini icon list from in game (Core + Interface)
* Interface options panel cleaned up but still has that cozy "Ace" feel (Core + Interface)
* Removed "Ace" as a dependancy. WDW now its own boss (Core + Interface + TOC)
* Calculation of number of each type of DK rune is now accurate and not a (pretty good) estimate (Core)
* Helpful message and sound for when seeking to reposition the icons (Core)
* Allow for more CD icons (Core)
* Allow for more than two DK Death runes (Actions)
* Mini icon glow effect added & tested. Unused at present (Core)
* Out of combat test now also tests for non-targeted aggro/attacks via an API call (Core)
* Pillar of Frost added to default set of Frost DK CDs (Cooldowns)
* Shaman must be >= L87 for Ascendance (Actions)
* Shaman must be >= L81 for Unleashed Elements (Actions)
* DK must be >= L87 for Soul Reaper (Actions)
* DK must be >= 81 for Outbreak (Actions)
* The various multiple polymorphs of a Mage are now properly known and managed (Core)
* Improve logic for mini icon #3: ensure deal only with Curse/Disease/Magic/Poison if supported by Class/Race (IntDispel+Core)
* Exclude Auto Attack from pre-scanned Spellbook (Core)
* Invisible first/main icon could previously be moved (if you were clever). Now not possible (Core)
* Notify other users of your WDW version and prompt player if player has an out of date WDW version (Core)
* Spellbook scanning now correctly knows about and allows multiple spells with the same name. Relevant to Mage Polymorph (Core)
* Removed the 'Up to You' icon. It was a dumb idea but fun at the time to see Hula Dolls and icecream cones on the screen (Core)
* Now works properly for Mana Gems. What a hack job that was (Core)
* Changed Welcome message and added a non-intrusive welcome sound (Core)
* Fun stuff (Core + Interface)

== v1.05 - 7th January 2013
* Fix bug when switching from Frost to Arcane, with no zone change and then generating 1 Arcane Charge

== v1.04 - 6th January 2013
* Frost Death Knights added
* Massive performance boost. No longer throttles cpu (lesson: don't blindly trust what you read on the net. Test for yourself!)
* Tooltips for all icons
* Keybindings revamped, including the bug in v1.03. Now bi-directional for both rotation & cooldown
* Mouse wheel support as an alternative to keybindings
* Frost Mages no longer prompted for Water Elemental when mounted
* Slight range text placement adjustment to allow for null queues (unlikely as it is)
* The forced English language for a player's "specialisation" removed. Thus more non-English friendly
* Shaman Reincarnation correctly shows when dead and not on CD
* Mage Tier 2 talent no longer assumed to be Ice Barrier (unlikely as that would be in PvE)

Ok, I'm very confused. I went onto both mage and monk a few times yesterday, with other logins in between, and saw the icons for (respectively) Alter Time and Power Strikes in the cooldowns, and on the cooldown option pane for wdw (I haven't dl'ed cool aid yet, as I'm still trying to figure out one thing at a time.) Today, neither of them are there, and I have not yet installed the update. I'm not asking for them to be there - I didn't understand why they were there when I didn't have them. 'Sample' explains it all, thank you.

Off to try to figure more things out.... My apologies if I'm being overly confused/confusing.
-Bar

Originally Posted by Taraezor

Originally Posted by Barleduq

I was not clear.

The Icon for Power Strikes ONLY appears in the 'cooldowns to be shown' section. It does NOT appear in the 'contained' section, under any of the dropdown options. If I click it in the Shown section, and pick 'delete' it goes away completely - it's not anywhere on the screen. While I don't want it right now, I would like to possibly be able to pick it up at some later point if I change my talents.

The same is true of Alter Time on the mage cooldowns.

Edit: Works for Alter Time. WDW is definitely refreshing its "cached" list of known spells when you alter your talents.

WDW does NOT include Power strikes as WDW ignores *all* passive abilities. It would have to be included in WDW as a special exception I guess. I could do that in a future update.

Edit: Added even more text to the Cool Aid description, about looking up (with Wowhead) things like Power Strikes. Players are directed to Cool Aid for more detailed information.

The Icon for Power Strikes ONLY appears in the 'cooldowns to be shown' section. It does NOT appear in the 'contained' section, under any of the dropdown options. If I click it in the Shown section, and pick 'delete' it goes away completely - it's not anywhere on the screen. While I don't want it right now, I would like to possibly be able to pick it up at some later point if I change my talents.

The same is true of Alter Time on the mage cooldowns.

Edit: Works for Alter Time. WDW is definitely refreshing its "cached" list of known spells when you alter your talents.

WDW does NOT include Power strikes as WDW ignores *all* passive abilities. It would have to be included in WDW as a special exception I guess. I could do that in a future update.

Edit: Added even more text to the Cool Aid description, about looking up (with Wowhead) things like Power Strikes. Players are directed to Cool Aid for more detailed information.

The Icon for Power Strikes ONLY appears in the 'cooldowns to be shown' section. It does NOT appear in the 'contained' section, under any of the dropdown options. If I click it in the Shown section, and pick 'delete' it goes away completely - it's not anywhere on the screen. While I don't want it right now, I would like to possibly be able to pick it up at some later point if I change my talents.

Edit: In replying to Barleduq I should have said this before: The module which has the heaviest logic is by far the Windwalker module. So if your computer gives that "time out" error from Blizzard's servers on a Mage module then I would think your WW module is doomed. You don't need to be a programmer, just take one look at the code and you will see there is some heavy optimising and managing of Chi and power happening. Word of warning!

I assume that if I've set it off (/wdw off) that it's not activating/using up cycles. How about if I have it hidden? (/wdw hid)

"off" goes one step further than "hid". If you "off" you must reload the user interface.

Originally Posted by Barleduq

I expect I'm doing something wrong, but I'm having problems in the cooldown options. I can't figure out how to move an icon from being shown to being excluded. An example is Power Strikes. In the cooldown pane, it's in the 'shown cooldowns' section. If I click the icon, I get buttons in the Shown section, but not in the Exclude section. If I click on an icon in the 'contains' section, I get buttons in both. Ok, the dropdown has 'spellbook' and Power Strikes is a talent that I did not choose. There is no 'talent' option in the drop down bar.

I have a similar problem with Alter Time for my mage.

The /wdw coo screen works as follows: THREE segments. (1) Cooldowns at the top left, (2) abilities to never appear in a rotation at the bottom left. (3) a list of abilities and items on the right side.

You select from the right and decide where on the left the ability will be placed.

An ability/item on the right side may be moved to BOTH the top left and bottom right. In this situation that ability/item will no longer appear on the right side.

An ability/item in the top left means you want to see that ability/item as a small icon under your larger rotation icons.

An ability/item in the bottom left means you never want to see that ability/item appear in the large rotation icons. It is excluded from your rotation.

Example: You don't like the AddOn suggesting that you should use your Water Elemental's "Freeze" ability. Fine. Place that icon in the "Exclude list".

Example: You don't want to be told that your Windwalker should use "Touch of Death" but you want to monitor its cool down. Fine. Place it in the top left, i.e. your list of cool downs, AND place it in the bottom right, i.e. the things you don't want to see in your priority queue (rotation).

Power Strikes is a talent that I did not choose

Perhaps this and this alone is the source of the confusion. The Windwalker module you downloaded includes EXAMPLE cool downs. Initially, WDW *might* delete or ignore (I forget which at the moment) some of these things if you do not know or use them BUT... WDW can't keep doing that as it would be very annoying for players who want to swap talents and experiment on target dummies. Players don't want to see stuff disappearing all the time from their WDW "set up".

So... very possible you will see things in the list of example cool downs which you do not have or know. Just delete them if they annoy you. Select the icon via /wdw coo. Select the "delete" option and voila!

At this point I'm guessing that I need to go to WoWhead and find the spell id number to put that in the box when 'spell id' is chosen in the dropdown. Is this correct?

The spell / item ID option is for players who need to use, for example, a BUFF of the same name as a spell or a RENAMED spell or a spell using a RECYCLED or SHARED spell ID number. Blizzard do some strange things with the way spells are identified and this mechanism guarantees 100% that players can work around this. Does require some knowledge of these quirks. Too much detail for me to explain.

Yup Wowhead. You might find some useful posts there by a dude calling himself "Taraezor"

Edit: In replying to Barleduq I should have said this before: The module which has the heaviest logic is by far the Windwalker module. So if your computer gives that "time out" error from Blizzard's servers on a Mage module then I would think your WW module is doomed. You don't need to be a programmer, just take one look at the code and you will see there is some heavy optimising and managing of Chi and power happening. Word of warning!

I assume that if I've set it off (/wdw off) that it's not activating/using up cycles. How about if I have it hidden? (/wdw hid)

I expect I'm doing something wrong, but I'm having problems in the cooldown options. I can't figure out how to move an icon from being shown to being excluded. An example is Power Strikes. In the cooldown pane, it's in the 'shown cooldowns' section. If I click the icon, I get buttons in the Shown section, but not in the Exclude section. If I click on an icon in the 'contains' section, I get buttons in both. Ok, the dropdown has 'spellbook' and Power Strikes is a talent that I did not choose. There is no 'talent' option in the drop down bar. At this point I'm guessing that I need to go to WoWhead and find the spell id number to put that in the box when 'spell id' is chosen in the dropdown. Is this correct?

Edit: In replying to Barleduq I should have said this before: The module which has the heaviest logic is by far the Windwalker module. So if your computer gives that "time out" error from Blizzard's servers on a Mage module then I would think your WW module is doomed. You don't need to be a programmer, just take one look at the code and you will see there is some heavy optimising and managing of Chi and power happening. Word of warning!

(I tested this on a 2010 or 2011 iMac (forget) and it works fine)

Originally Posted by Barleduq

I run mostly frost, but arcane is my offspec. I'm assuming that installing both will have the correct one work depending on my spec? Or is there something else I need to do?

Yeah WDW will select the appropriate one.

Originally Posted by Barleduq

I've downloaded the module for windwalker monk also, and was planning on having the mage module(s) 'unchecked' in the addons pane. That wouldn't work when it's one character with two modules.

Okay, WDW will not get confused if you have three modules always loading, even if only one, two or none of them will actually be able to be used by none/one/two/more characters.

BUT... on my old computer I usually disable modules and add ons which are just not applicable to the character. I think you should do the same too. So for a monk, disable the arcane and frost. It "eases" the memory situation a little. CPU too.

Finally, at this very late stage of an expansion, rewrites are totally out of the question.

For the NEXT expansion (lol) WDW will once again be redone. No protection errors and I will also keep you in mind. WDW is efficient but it does try to "reconfigure" textures etc EVERY cycle. That will have to stop.

Firstly, many AddOns broke with WoD when Blizzard more strictly applied its "protected action" checking. WDW was one of those AddOns.

Rather than rewrite all of it, I fixed it "enough". The error messages will still occur in chat but the AddOn just keeps on working. For WDW, you simply ignore the "action blocked" message. It is that easy.

This will mean turning off any fancy bug capturing AddOns too. They simply aren't necessary from my point of view.

I get all that, really. And I'm happily ignoring it. But I'm not going to turn off the bug catcher addon, because otherwise things that are problems for me won't get reported at all. And some things *are* just problems for me, but some are not.

-----

Originally Posted by Taraezor

"Reloading". All that means is simply "/reload ui". Or "/wdw rel" - the same thing.

I do NOT mean REINSTAL all AddOns. When you do a "reload" it is simply a quick and dirty way to restart your "user interface" - everything you see on the screen, WITHOUT exiting the game.

Right. I get that. Unfortunately for me, typing /reload usually - as in, 90% of the time - results in me being disconnected from the server. Yes, my machine is that old. I cope. I realize that it's the accepted fix for this addon. I realize that I'm an outlier. I also know that this addon is doing things that none of my other addons do, which probably explains why a reload after /wdw off is needed to turn it back on, whereas it isn't needed for my other addons that can be turned on/off, hidden/showed.

-----

Originally Posted by Taraezor

I think you haven't seen the WDW Options panel yet.

I did see the options panel. Since this is new to me, I don't know what much of it means, and so I left it as-was. As I learn how it works, I expect I'll be adjusting it.

------

Originally Posted by Taraezor

Mysterious icons / grey frames and other problems...

The only time that has ever happened to me was when the computer was out of available memory. WDW doesn't have memory leaks / use a lot of memory.

My game client usually crashes completely when it has that level of memory issue. I had no problem continuing to run. I also have a small monitor that displays my cpu/memory/swap usage, which I check whenever the machine seems to be having problems, and it wasn't pegging anything. *shrug* if it happens again, I'll see if there's something else going on.

-------

Originally Posted by Taraezor

Script too long error.

Hmm.... possible on a really really slow machine.

Bingo! In the early 2000s it was a high end business-aimed machine by IBM. Thinkcentre is the model. Now, it's a machine my husband salvaged from work when they were being replaced, with maxed memory (4g!), a new(er) video card, and a 2 TB drive. It's what I have, and thus it's what I use. Which is why, after the first 'script too long' errors were explained (and a couple of addon authors changed things so that even I had very few of them anymore, I thank them very much), I stopped mentioning those errors in particular, because they are obviously *my* problem. I will sometimes mention them in passing to an author whose work I'm just starting to use, in case it *isn't* just me, which is why I mentioned them in this case.

Thanks for answering in detail. I have an actual question unrelated to this that I've put in another post.

Next update includes support for that. Details on the Cool Aid AddOn page (as I copy the code between the two and generally keep Cool Aid at the front just in case there is a show stopper error which would kill WDW).

Firstly, many AddOns broke with WoD when Blizzard more strictly applied its "protected action" checking. WDW was one of those AddOns.

Rather than rewrite all of it, I fixed it "enough". The error messages will still occur in chat but the AddOn just keeps on working. For WDW, you simply ignore the "action blocked" message. It is that easy.

This will mean turning off any fancy bug capturing AddOns too. They simply aren't necessary from my point of view.

-----

"Reloading". All that means is simply "/reload ui". Or "/wdw rel" - the same thing.

I do NOT mean REINSTAL all AddOns. When you do a "reload" it is simply a quick and dirty way to restart your "user interface" - everything you see on the screen, WITHOUT exiting the game.

For many AddOns, not all, it is enough to get everything working again.

-----

I think you haven't seen the WDW Options panel yet. Enter "/wdw opt". That is a shortcut. A longer way is to navigate through the Interface menus in game. You will find WDW there.

In /wdw opt, there are a lot of configuration parameters, including to turn everything off or just a few things off/on.

------

Mysterious icons / grey frames and other problems...

The only time that has ever happened to me was when the computer was out of available memory. WDW doesn't have memory leaks / use a lot of memory.

-------

Script too long error.

Hmm.... possible on a really really slow machine.

Why? Blizzard set a time limit for a client (i.e. your computer) to do something before returning to the WoW server. Forget exactly but I think it is 0.25 seconds.

Yes, I *did* have a problem with the Windwalker module about three years ago (or was it two lol) and I withdrew the module rather than let players use a weak/bad rotation.

Frost Mage has never had that problem BUT...

I have not run it on my really old computer in the last several months to be honest.

I'm having problems that I can't reproduce, so it's difficult to figure them out.

/wdw off at first did nothing - it didn't turn anything off, it did not even move the cursor line, it was like I hadn't hit return, with the 'type here' window still open with /wdw off displaying.

I tried hitting return again, and got Swatter displaying "Global" and when I looked there it was a 'script ran too long' error, which is probably just the fact that my machine is slow, except that I only usually get these when in combat.

I tried, a third time, and this time the main row of icons disappeared, but the two rows of 7 mini icons remained on my screen. I tried /wdw on, which told me I'd have to reload all my addons - which, frankly, is *awful* tho I realize it might be mandated by something blizz does, tho my few other addons that have an on/off switch don't need reloading. For me, I frequently disconnect when reloading, so having to do that is bad.

I did, however, type /wdw rel and to my great surprise did *not* get disconnected. However, /wdw hid does nothing that I can see. For now, I've got it moved to the side, and will move it more central when I need to use it. I know you said it's having issues with WoD, so I'm not mentioning the bazillion 'attempted to do something during combat' errors I'm finding.

I did realize that I was *still* in combat, through the reload and being away from the combat dummy in my garrison. I ran a bit farther toward the center of the garrison, and suddenly had a rectangular translucent grey frame with nothing in it, covered by a slightly wider, full-height-of-my-client translucent grey frame with a green bar across the top, which, when hovered over, gave a tip "skill in archaeology". THese two were covered by swatter actually popping up an error window that had complaints about WDW again, and about Archy trying to use a library included in Postal. Confusingly enough, I have archy turned off on this alt.

I could dismiss the swatter box, and I could move the tall frame a little and found an X to close it, but the small rectangular frame is still on my screen, with no way to close it. Hitting escape does nothing to it. Screenshot of the final box here: http://imgur.com/Dsv8VK0

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